Gl.LinkProgram (gb.opengl.glsl)
Static Sub LinkProgram ( Program As Integer )
Links a program object.
Parameters
- program
-
Specifies the handle of the program object to be linked.
Description
Gl.LinkProgram links the program
object specified by
program. If any
shader objects of type Gl.VERTEX_SHADER are
attached to
program, they will be used to
create an executable that will run on the programmable vertex
processor. If any shader objects of type Gl.GEOMETRY_SHADER
are attached to
program, they will be used to create
an executable that will run on the programmable geometry processor.
If any shader objects of type
Gl.FRAGMENT_SHADER are attached to
program, they will be used to create an
executable that will run on the programmable fragment
processor.
The status of the link operation will be stored as part of
the program object's state. This value will be set to
Gl.TRUE if the program object was linked
without errors and is ready for use, and
Gl.FALSE otherwise. It can be queried by
calling
Gl.GetProgram
with arguments
program and
Gl.LINK_STATUS.
As a result of a successful link operation, all active
user-defined uniform variables belonging to
program will be initialized to 0, and
each of the program object's active uniform variables will be
assigned a location that can be queried by calling
Gl.GetUniformLocation.
Also, any active user-defined attribute variables that have not
been bound to a generic vertex attribute index will be bound to
one at this time.
Linking of a program object can fail for a number of
reasons as specified in the
OpenGL Shading Language
Specification. The following lists some of the
conditions that will cause a link error.
-
The number of active attribute variables supported
by the implementation has been exceeded.
-
The storage limit for uniform variables has been
exceeded.
-
The number of active uniform variables supported
by the implementation has been exceeded.
-
The main function is missing
for the vertex, geometry or fragment shader.
-
A varying variable actually used in the fragment
shader is not declared in the same way (or is not
declared at all) in the vertex shader, or geometry shader shader if present.
-
A reference to a function or variable name is
unresolved.
-
A shared global is declared with two different
types or two different initial values.
-
One or more of the attached shader objects has not
been successfully compiled.
-
Binding a generic attribute matrix caused some
rows of the matrix to fall outside the allowed maximum
of Gl.MAX_VERTEX_ATTRIBS.
-
Not enough contiguous vertex attribute slots could
be found to bind attribute matrices.
-
The program object contains objects to form a fragment shader but
does not contain objects to form a vertex shader.
-
The program object contains objects to form a geometry shader
but does not contain objects to form a vertex shader.
-
The program object contains objects to form a geometry shader
and the input primitive type, output primitive type, or maximum output
vertex count is not specified in any compiled geometry shader
object.
-
The program object contains objects to form a geometry shader
and the input primitive type, output primitive type, or maximum output
vertex count is specified differently in multiple geometry shader
objects.
-
The number of active outputs in the fragment shader is greater
than the value of Gl.MAX_DRAW_BUFFERS.
-
The program has an active output assigned to a location greater
than or equal to the value of Gl.MAX_DUAL_SOURCE_DRAW_BUFFERS
and has an active output assigned an index greater than or equal to one.
-
More than one varying out variable is bound to the same number and index.
-
The explicit binding assigments do not leave enough space for the linker
to automatically assign a location for a varying out array, which requires
multiple contiguous locations.
-
The count specified by Gl.TransformFeedbackVaryings
is non-zero, but the program object has no vertex or geometry shader.
-
Any variable name specified to Gl.TransformFeedbackVaryings
in the varyings array is not declared as an output in the vertex shader (or the geometry shader, if active).
-
Any two entries in the varyings array given
Gl.TransformFeedbackVaryings
specify the same varying variable.
-
The total number of components to capture in any transform feedback varying variable
is greater than the constant Gl.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
and the buffer mode is SEPARATE_ATTRIBS.
When a program object has been successfully linked, the
program object can be made part of current state by calling
Glu.seProgram.
Whether or not the link operation was successful, the program
object's information log will be overwritten. The information
log can be retrieved by calling
Gl.GetProgramInfoLog.
Gl.LinkProgram will also install the
generated executables as part of the current rendering state if
the link operation was successful and the specified program
object is already currently in use as a result of a previous
call to
Glu.seProgram.
If the program object currently in use is relinked
unsuccessfully, its link status will be set to
Gl.FALSE , but the executables and
associated state will remain part of the current state until a
subsequent call to
Glu.seProgram removes it
from use. After it is removed from use, it cannot be made part
of current state until it has been successfully relinked.
If
program contains shader objects
of type Gl.VERTEX_SHADER, and optionally of type Gl.GEOMETRY_SHADER,
but does not contain shader objects of type
Gl.FRAGMENT_SHADER, the vertex shader executable will
be installed on the programmable vertex processor, the geometry shader executable, if present,
will be installed on the programmable geometry processor, but no executable will
be installed on the fragment processor. The results of
rasterizing primitives with such a program will be undefined.
The program object's information log is updated and the
program is generated at the time of the link operation. After
the link operation, applications are free to modify attached
shader objects, compile attached shader objects, detach shader
objects, delete shader objects, and attach additional shader
objects. None of these operations affects the information log or
the program that is part of the program object.
Notes
If the link operation is unsuccessful, any information about a previous link operation on
program
is lost (i.e., a failed link does not restore the old state of
program
). Certain information can still be retrieved from
program
even after an unsuccessful link operation. See for instance Gl.GetActiveAttrib
and Gl.GetActiveUniform.
Errors
Gl.INVALID_VALUE
is generated if
program
is not a value generated by OpenGL.
Gl.INVALID_OPERATION
is generated if
program
is not a program object.
Gl.INVALID_OPERATION
is generated if
program is the currently active program
object and transform feedback mode is active.
Associated Gets
Gl.Get
with the argument Gl.CURRENT_PROGRAM
Gl.GetActiveAttrib
with argument
program
and the index of an active attribute variable
Gl.GetActiveUniform
with argument
program
and the index of an active uniform variable_
Gl.GetAttachedShaders
with argument
program
Gl.GetAttribLocation
with argument
program
and an attribute variable name
Gl.GetProgram
with arguments
program
and Gl.LINK_STATUS
Gl.GetProgramInfoLog
with argument
program
Gl.GetUniform
with argument
program
and a uniform variable location
Gl.GetUniformLocation
with argument
program
and a uniform variable name
Gl.IsProgram
See also
Glu.niform,
Glu.seProgram,
See original documentation on OpenGL website